using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Ichni;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
///
/// AssetBundle 打包工具
///
public class BuildAssetBundle
{
private static string BuildPrepare()
{
// 打包AB输出路径
string strABOutPAthDir = string.Empty;
// 获取“StreamingAssets”文件夹路径(不一定这个文件夹,可自定义)
strABOutPAthDir = Application.streamingAssetsPath + "/ThemeBundles";
// 判断文件夹是否存在,不存在则新建
if (Directory.Exists(strABOutPAthDir) == false)
{
Directory.CreateDirectory(strABOutPAthDir);
}
return strABOutPAthDir;
}
private static void GenerateAbstracts(AssetBundleManifest manifest)
{
List themeBundles = manifest.GetAllAssetBundles().ToList();
foreach (string bundle in themeBundles)
{
string uriAbs = Application.streamingAssetsPath + "/ThemeBundles/" + bundle + ".abs";
Debug.Log(uriAbs);
if (!ES3.FileExists(uriAbs))
{
ThemeBundleAbstract abs = new ThemeBundleAbstract(bundle);
ES3.Save("ThemeBundleAbstract", abs, uriAbs);
}
}
}
public static void BuildForTarget(BuildTarget target)
{
string platformDirectory = GetPlatformDirectory(target);
if (string.IsNullOrEmpty(platformDirectory))
{
Debug.LogWarning($"Skip AssetBundle build for unsupported build target: {target}");
return;
}
string uri = Path.Combine(BuildPrepare(), platformDirectory);
if (Directory.Exists(uri) == false)
{
Directory.CreateDirectory(uri);
}
AssetBundleManifest manifest = BuildPipeline.BuildAssetBundles(uri, BuildAssetBundleOptions.None, target);
if (manifest == null)
{
throw new BuildFailedException($"AssetBundle build failed for target: {target}");
}
GenerateAbstracts(manifest);
}
private static string GetPlatformDirectory(BuildTarget target)
{
return target switch
{
BuildTarget.StandaloneWindows => "Windows64",
BuildTarget.StandaloneWindows64 => "Windows64",
BuildTarget.StandaloneOSX => "OSX",
BuildTarget.Android => "Android",
BuildTarget.iOS => "IOS",
_ => string.Empty
};
}
[MenuItem("AssetBundleTools/BuildToWindows64")]
public static void BuildToWindows64()
{
BuildForTarget(BuildTarget.StandaloneWindows64);
}
[MenuItem("AssetBundleTools/BuildToOSX")]
public static void BuildToOSX()
{
BuildForTarget(BuildTarget.StandaloneOSX);
}
[MenuItem("AssetBundleTools/BuildToAndroid")]
public static void BuildToAndroid()
{
BuildForTarget(BuildTarget.Android);
}
[MenuItem("AssetBundleTools/BuildToIOS")]
public static void BuildToIOS()
{
BuildForTarget(BuildTarget.iOS);
}
}
public class AssetBundleBuildPreprocessor : IPreprocessBuildWithReport
{
public int callbackOrder => 0;
public void OnPreprocessBuild(BuildReport report)
{
Debug.Log($"Rebuild AssetBundles before player build: {report.summary.platform}");
BuildAssetBundle.BuildForTarget(report.summary.platform);
}
}